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Calculating Unity's tangent basis for xNormal?

Discussion in 'Shaders' started by SONB, Jan 12, 2010.

  1. Aras

    Aras

    Unity Technologies

    Joined:
    Nov 7, 2005
    Posts:
    4,770
    Thread update: Unity 5.3 has Mikktspace tangent space calculation option. Hopefully this makes interop with other tools much better.
     
  2. Farfarer

    Farfarer

    Joined:
    Aug 17, 2010
    Posts:
    2,249
    And, for reference, it's not using per-pixel bitangent (like you might have set up xNormal to do for UE4's MikkTSpace - leave the option unticked).

    It's also not using inverted green channel like UE4 does.
     

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  3. God-at-play

    God-at-play

    Joined:
    Nov 3, 2006
    Posts:
    330
    Yay, finally!! Years later... Thanks for the heads up on options, too.